#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "stb_image.h"

#include <shader.h>
#include <camera.h>
#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow* window,double xpos,double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool firstMouse = true;
float lastX = 800.0f / 2.0;
float lastY = 600.0f / 2.0;

// time
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);
    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
	glEnable(GL_DEPTH_TEST);
    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("4.1.texture.vs", "4.1.texture.fs");
	
	
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
	float vertices[] = {
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};
    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
	glm::vec3 cubePositions[] = {
		glm::vec3( 0.0f,  0.0f,  0.0f), 
		glm::vec3( 2.0f,  5.0f, -15.0f), 
		glm::vec3(-1.5f, -2.2f, -2.5f),  
		glm::vec3(-3.8f, -2.0f, -12.3f),  
		glm::vec3( 2.4f, -0.4f, -3.5f),  
		glm::vec3(-1.7f,  3.0f, -7.5f),  
		glm::vec3( 1.3f, -2.0f, -2.5f),  
		glm::vec3( 1.5f,  2.0f, -2.5f), 
		glm::vec3( 1.5f,  0.2f, -1.5f), 
		glm::vec3(-1.3f,  1.0f, -1.5f)  
	};
    unsigned int VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);


    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // color attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);



    // load and create a texture 
    // -------------------------
    unsigned int texture1, texture2;
    // texture 1
    // ---------
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); 
     // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
    // The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
    unsigned char *data = stbi_load("resources/textures/container.jpg", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    // texture 2
    // ---------
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    data = stbi_load("resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    // -------------------------------------------------------------------------------------------
    ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
    // either set it manually like so:
    glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
    // or set it via the texture class
    ourShader.setInt("texture2", 1);
   

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // bind textures on corresponding texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
		ourShader.use();
        // create transformations
        // create transformations
        glm::mat4 view          = camera.GetViewMatrix(); // make sure to initialize matrix to identity matrix first
        glm::mat4 projection    = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        // camera/view transformation

        // pass transformation matrices to the shader
        ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
        ourShader.setMat4("view", view);
        // render container

		
		
		glBindVertexArray(VAO);
		for(int i = 0; i < 10;i++){
			glm::mat4 model = glm::mat4(1.0f);
			model = glm::translate(model, cubePositions[i]);
			float angle = 20.0f * i; 
            if(i==2 || i == 0)
				angle = glfwGetTime() * 30.0f;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
			ourShader.setMat4("model", model);

			glDrawArrays(GL_TRIANGLES, 0, 36);
		}

        
        //glDrawArrays(GL_TRIANGLES, 0, 36);


        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{

    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    // 每秒2.5个单??
    float cameraSpeed = 2.5f * deltaTime; // adjust accordingly
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);

    // W表示相机接近观测点，需：相机当前坐??+ 指向观测点的一段vector

/*
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        cameraPos += cameraSpeed * cameraFront;
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        cameraPos -= cameraSpeed * cameraFront;
    // A表示相机向左移动，需: 相机当前坐标 + 相机坐标系正X轴一段vector
    // 相机坐标系负X轴向??= 相机方向向量与相机正Y轴向量的叉积(对调叉积因子，得到的是正X轴vector
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        cameraPos += glm::normalize(glm::cross(cameraUp, cameraFront)) * cameraSpeed;
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        cameraPos -= glm::normalize(glm::cross(cameraUp, cameraFront)) * cameraSpeed;
*/
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

// Custom implementation of the LookAt function
glm::mat4 calculate_lookAt_matrix(glm::vec3 position, glm::vec3 target, glm::vec3 worldUp)
{
    // 1. Position = known
    // 2. Calculate cameraDirection
    glm::vec3 zaxis = glm::normalize(position - target);
    // 3. Get positive right axis vector
    glm::vec3 xaxis = glm::normalize(glm::cross(glm::normalize(worldUp), zaxis));
    // 4. Calculate camera up vector
    glm::vec3 yaxis = glm::cross(zaxis, xaxis);

    // Create translation and rotation matrix
    // In glm we access elements as mat[col][row] due to column-major layout
    glm::mat4 translation = glm::mat4(1.0f); // Identity matrix by default
    translation[3][0] = -position.x; // Third column, first row
    translation[3][1] = -position.y;
    translation[3][2] = -position.z;
    glm::mat4 rotation = glm::mat4(1.0f);
    rotation[0][0] = xaxis.x; // First column, first row
    rotation[1][0] = xaxis.y;
    rotation[2][0] = xaxis.z;
    rotation[0][1] = yaxis.x; // First column, second row
    rotation[1][1] = yaxis.y;
    rotation[2][1] = yaxis.z;
    rotation[0][2] = zaxis.x; // First column, third row
    rotation[1][2] = zaxis.y;
    rotation[2][2] = zaxis.z; 

    // Return lookAt matrix as combination of translation and rotation matrix
    return rotation * translation; // Remember to read from right to left (first translation then rotation)
}
